Armor abilities: Difference between revisions

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'''Armor Abilities''' are exclusive gameplay enhancements featured in ''[[Halo: Reach]]''. It is a refined version of ''[[Halo 3]]'s'' [[Equipment]] feature where instead of being used once, each ability is reusable, with a cooldown time between uses. These can be accessed through each [[Loadout]] before a match is started or during your respawn time. For campaign, the player begins with Sprint at the start of each mission, and is able to swap it out at certain locations. Armor Abilities can be dropped or picked up like weapons in Forge and Campaign<ref name="armor">[http://www.bungie.net/projects/reach/article.aspx?ucc=faq&cid=25850 '''Bungie.net''': ''Armor Abilities'']</ref>. All Armor Abilities are rendered useless to players when transporting objects such as [[Flags]] and [[Oddball|Skulls]]. If players attempt to use an Ability, the object simply drops out of their hands. In custom games the cooldown time can be altered and the ability to use armor abilities while holding objectives can be added. Before, it was previously thought that each species can only use certain armor abilities (Elites were thought to be the only ones able to use Evade, and Spartans were the only ones thought to be able to use Armor Lock and Sprint). During the 2010 Comic-con, it was revealed that both species can use all [[seven]] Armor Abilities.<ref>[http://www.bungie.net/News/content.aspx?type=topnews&link=BWU_061810 '''Bungie.net''': ''Bungie Weekly Update 06.18.10'']</ref>
'''Armor Abilities''' are exclusive gameplay enhancements featured in ''[[Halo: Reach]]''.


Most of the abilities are enabled by a small device attached to the user's lower back, with each ability having a different color, most likely for friendly forces or players to tell which ability the person in question is using at the time. When not in use, these devices also project a hologram that displays the icon of the ability, allowing for quick recognition when switching abilities.
==Overview==
Armor Abilities feature is a refined version of ''[[Halo 3]]'s'' [[Equipment]] feature where instead of being used once, each ability is reusable, with a cooldown time between uses. These can be accessed through each [[Loadout]] before a match is started or during your respawn time. For campaign, the player begins with Sprint at the start of each mission, and is able to swap it out at certain locations. Armor Abilities can be dropped or picked up like weapons in Forge and Campaign.<ref name="armor">[http://www.bungie.net/projects/reach/article.aspx?ucc=faq&cid=25850 '''Bungie.net''': ''Armor Abilities'']</ref>
 
Most of the abilities are enabled by a small device attached to the user's lower back, with each ability having a different color, most likely for friendly forces or players to tell which ability the person in question is using at the time. When not in use, these devices will project a hologram that displays the icon of the ability, allowing for quick recognition when switching abilities.
 
All Armor Abilities are rendered useless to players when transporting objects such as [[Flags]] and [[Oddball|Skulls]]. If players attempt to use an Ability, the object simply drops out of their hands. In custom games, the cooldown time can be altered and the ability to use armor abilities while holding objectives can be added.


==List of abilities==
==List of abilities==
====Active Camouflage====
====Active Camouflage====
{{Article Quote|Go off the grid by engaging Active Camo. Your enemies can’t kill what they cannot see. Stalk, seek, and destroy.<ref name="armor"/>}}
{{Article Quote|Go off the grid by engaging Active Camo. Your enemies can’t kill what they cannot see. Stalk, seek, and destroy.<ref name="armor"/>}}
The ''Active Camo'' provides players the ability to have [[Active Camouflage]] for a period of time, similar to [[Thel 'Vadam]]'s active camo from ''[[Halo 2]]''.<ref name="trailer">'''[[Halo: Reach]]''' - ''[[Halo: Reach Multiplayer Trailer|Multiplayer Trailer]]''</ref> The Camo depletes faster if you run, so crouching or slowly walking is ideal for a prolonged period of time. Also, when the player moves faster, the camo will not entirely camouflage the player, but when moving slowly or immobile, the Camo will cover the player completely. It also serves as a [[Radar Jammer]], but this jams the player's radar as well those of their enemies. However, the radar jamming effect is only about 25m, letting one know if someone around them is using Active Camouflage. Allies will not be affected. When the player uses the Camo, all sound is heavily muffled, so it is not as easy to notice a grenade or an opponent shooting.
The ''Active Camouflage'' provides players the ability of [[Active Camouflage]] for a period of time, similar to the [[Thel 'Vadam|Arbiter]]'s active camo from ''[[Halo 2]]''.<ref name="trailer">'''[[Halo: Reach]]''' - ''[[Halo: Reach Multiplayer Trailer|Multiplayer Trailer]]''</ref> Its pick-up color is cyan.
 
When activated, the player would achieve absolute invisibility with all sound heavily muffled. However, this only applies when the player does not move from his/her location, or that the player is walking slowly. If a player runs with Active Camouflage activated, the invisibility feature would deplete faster. The similar outcome applies when the player moves faster than their walking speed, though the invisibility feature depletes much slower to an extent.


Its pick-up color is cyan.
A secondary feature of the active camouflage is its ability to function as a [[Radar Jammer]]. The secondary feature has a radial effect up to 25 meters, capable of disrupting the player's radar as well those of their enemies; allies would not be affected though.


====Armor Lock====
====Armor Lock====
{{Article Quote|Become invincible, but immobile. While you're locked down, Elites can't touch you.<ref name="armor"/>}}
{{Article Quote|Become invincible, but immobile. While you're locked down, Elites can't touch you.<ref name="armor"/>}}
''[[Armor Lock]]'' is an ability that provides the player's shield with a massive boost, preventing the user from taking any damage, acting similar to ''Halo 3'''s [[Invincibility (Equipment)|Invincibility]]. When deactivated, it sends out an EMP blast to nearby enemies, and pushes them away from the player before emerging. Any [[Plasma Grenade]]s sticking to the user are removed upon activation.<ref name="GI"/> Activating the ability can also repel incoming Rockets. It also has the useful ability of being able to push a [[Falcon]] out of the sky when standing on it. This also deactivates the vehicle causing it to fall to the ground because of the EMP.The ability can be used by both Elites and Spartans. Both the [[Unnamed shielding attachment|human version]] and Elite version of Armor Lock are enabled through an external shielding attachment. The technology was developed for use on Elite combat harnesses, but was adopted for use by Spartan personnel.<ref name=Reach>'''[[Halo: Reach]]''' - ''Game Manual''</ref>
''[[Armor Lock]]'' is an ability that provides the player's shield with a massive boost, preventing the user from taking any damage, acting similar to ''Halo 3'''s [[Invincibility (Equipment)|Invincibility]]. The technology was developed for use on [[Sangheili Combat Harness|Elite combat harnesses]], but was adopted for use by Spartan personnel.<ref name=Reach>'''[[Halo: Reach]]''' - ''Game Manual''</ref> In ''Halo: Reach'', the ability is usable by the Spartans, Elites and Brutes and is enabled through a shielding attachment found behind the user's armor. Its pickup color is orange.


This ability also varies with how long the button is pressed: the longer the button is held, the farther the final blast radius will be. This ability not only works against other players, but also against incoming vehicles. Also, if an enemy vehicle hits a player using Armor Lock fast enough, the vehicle will be damaged or even destroyed. Its pickup color is orange.
The Armor Lock ability varies with how long the ability is used; the longer the player activates the ability, the farther the final EMP blast radius will be. When deactivated, it sends out an EMP blast to nearby enemies, and pushes them away from the player before emerging. Any [[Plasma Grenade]]s sticking to the user are removed upon activation.<ref name="GI"/> The ability is also capable of repelling incoming explosive projectiles to a certain extent, and disabling, damaging or even destroying incoming vehicles.


====Drop Shield====
====Drop Shield====
{{Article Quote|A temporary bubble of protection that heals those fortunate enough to be within its sphere of influence.<ref name="armor"/>}}
{{Article Quote|A temporary bubble of protection that heals those fortunate enough to be within its sphere of influence.<ref name="armor"/>}}
The ''[[Drop Shield]]'' is a spherical energy shield that functions similarly to a [[Bubble Shield]],<ref>[http://xbox360.ign.com/articles/109/1098584p1.html '''IGN.com''': ''E3 2010: Firefight in Halo: Reach – Bigger & Better'']</ref> but it also heals the health (but not the shields) of the players inside it in a manner similar to the [[Regenerator]]. It will deactivate if it takes too much damage. The damage is represented in color stages similar to the [[Deployable Cover]] in ''Halo 3''.<ref>[http://www.gametrailers.com/video/e3-2010-halo-reach/700445 '''GameTrailers''': ''E3 2010: Multiplayer Walkthrough Pt 2 HD'']</ref> The strength of the shield is approximately 3 times that of a MJOLNIR MK V's energy shielding. Unlike the bubble shield in Halo 3, plasma grenades will stick to the surface of the shield.<ref>[http://www.bungie.net/News/content.aspx?type=topnews&cid=28515 '''Bungie.net''': ''Bungie Weekly Update: 09/10/10'']</ref> The Armor Ability is known to be used on the Medic loadout in Firefight and Multiplayer. When deploying the Drop Shield, the player crouches into a stance similar to a Armor Lock, but they extend their left leg out. The player can then move and walk through the shield. Activating the Drop Shield fully drains the Armor Ability meter. The Drop Shield expires and deactivates once the Armor Ability meter is at 2/3 full, unless it is prematurely deactivated from damage.<ref>[http://www.youtube.com/watch?v=rZot6VpfRnY '''YouTube''': ''Halo: Reach Firefight Introduction and trailer at the Reach Press Event June 15, 2010'']</ref><ref>[http://www.justin.tv/spack_e32010/b/265331053 '''Justin.tv''': ''G4TV LIVE'']</ref>
The ''[[Drop Shield]]'' is a spherical energy shield that functions similarly to a [[Bubble Shield]],<ref>[http://xbox360.ign.com/articles/109/1098584p1.html '''IGN.com''': ''E3 2010: Firefight in Halo: Reach – Bigger & Better'']</ref> but it also heals the health (but not the shields) of the players inside it in a manner similar to the [[Regenerator]]. In Firefight and Multiplayer mode, the Drop Shield is available on the Medic loadout. Its pickup color is blue.


The Drop Shield's health regeneration also scales with the health recharge of the player, so the faster the player's base health regeneration is, the faster the Drop Shield regenerates it. If the health recharge rate is set to 0%, then the shield will not heal the player at all.
The Drop Shield expires and deactivates once the Armor Ability meter is at 2/3 full, unless it is prematurely deactivated from damage.<ref>[http://www.youtube.com/watch?v=rZot6VpfRnY '''YouTube''': ''Halo: Reach Firefight Introduction and trailer at the Reach Press Event June 15, 2010'']</ref> While having similar appearance as the Bubble Shield, the Drop Shield is not entirely invincible to all attacks; when the damage reaches a certain threshold, the ability will deactivate and the user will be exposed. The damage is represented in color stages similar to the [[Deployable Cover]].<ref>[http://www.gametrailers.com/video/e3-2010-halo-reach/700445 '''GameTrailers''': ''E3 2010: Multiplayer Walkthrough Pt 2 HD'']</ref> Additionally, unlike the Bubble Shield, plasma grenade will stick to the surface of the shield.<ref>[http://www.bungie.net/News/content.aspx?type=topnews&cid=28515 '''Bungie.net''': ''Bungie Weekly Update: 09/10/10'']</ref> The strength of the shield is approximately three times that of a standard energy shielding system.


Its pickup color is blue.
The Drop Shield's health regeneration also scales with the health recharge rate of the player; the faster the player's base health regeneration is, the faster the Drop Shield regenerates it. If the health recharge rate is set to 0%, then the shield will not heal the player at all.


====Evade====
====Evade====
{{Article Quote|Play with your food! As an Elite, you'll be able to bob, weave, and juke to get into the most effective combat position.<ref name="armor"/>}}
{{Article Quote|Play with your food! As an Elite, you'll be able to bob, weave, and juke to get into the most effective combat position.<ref name="armor"/>}}
The ''Evade'' ability allows the player to roll in any direction to avoid danger, breaking enemy lock-ons and tracking in the process. You can evade two times before having to recharge. The recharge time is like that of the Sprint ability. This was a [[Sangheili]] exclusive ability during the [[Halo: Reach Multiplayer Beta]]<ref>[http://www.bungie.net/projects/reach/vidaudio.aspx?c=58&i=27384 here] at 4:50</ref><ref name="GI">[http://gameinformer.com/b/features/archive/2010/03/31/exclusive-interview-on-the-halo-reach-sandbox.aspx '''GameInformer''' - ''Interview on Halo: Reach sandbox]</ref>, but it can now be used by both Spartans and Elites. This is the only ability not available in campaign,<ref>[http://www.youtube.com/watch?feature=iv&v=47hvWzmvdmw Small scene from the Forge World vidoc.]</ref> developed for exclusive use by Elite warriors.<ref name=Reach/>
The ''Evade'' ability allows the player to roll in any direction to avoid danger, breaking enemy lock-ons and tracking in the process. Player can evade two times before having to recharge. Its pickup color is purple.


The Evasion speed scales with the movement speed of the player, so the faster the player moves, the further he/she evades. In any custom game with speed set to high numbers such as 300%, the player will dash forward so quickly that they can traverse [[Hemorrhage]] in a matter of seconds. When used against a reasonably flat surface, it is possible to splatter oneself.
The ability was exclusive only to [[Elites]] in the ''[[Halo: Reach Multiplayer Beta|Multiplayer Beta]]'', but later changed in the final product to be made available to both Spartans and Elites.<ref>[http://www.bungie.net/projects/reach/vidaudio.aspx?c=58&i=27384 here] at 4:50</ref><ref name="GI">[http://gameinformer.com/b/features/archive/2010/03/31/exclusive-interview-on-the-halo-reach-sandbox.aspx '''GameInformer''' - ''Interview on Halo: Reach sandbox]</ref> It should be noted that Elites evade faster and farther than Spartans. Additionally, this ability is not available in the campaign to the player and will remain exclusive for Elite warriors.<ref name=Reach/>


Its pickup color is purple.
The Evasion speed scales with the movement speed of the player; the faster the player moves, the further he/she evades. In any custom game with speed set to high numbers such as 300%, the player will dash forward so quickly that they can traverse [[Hemorrhage]] in a matter of seconds. When used against a reasonably flat surface, it is possible to splatter oneself.


====Holographic Decoy====
====Holographic Decoy====
{{Article Quote|Create a virtual doppelganger of yourself to draw enemy fire or lure unsuspecting opponents out into the open.<ref name="armor"/>}}
{{Article Quote|Create a virtual doppelganger of yourself to draw enemy fire or lure unsuspecting opponents out into the open.<ref name="armor"/>}}
''Holographic Decoy'' is an armor ability that produces an identical [[Holography|holographic]] copy of the user.<ref>[http://www.youtube.com/watch?v=mgFy83gAL1Y '''Youtube''': ''RvB Deja View'']</ref><ref>[[w:c:rvb:Deja View|'''RvB Wiki''': ''Deja View'']]</ref> It functions by pointing your targeting reticule at a destination and deploying it like other armor abilities. When activated, the hologram will run in a straight line to the destination and stop if it reaches it. If one points the reticule at their own feet, the hologram will stand perfectly still on he player's location. This can be used to trick opponents into thinking the player is the hologram. The hologram will flicker away if it is either damaged enough or if it reaches its lifespan limit (10 seconds).<ref>[http://twitter.com/Ken_Taya/status/17957615945 '''Twitter''': ''Ken Taya's Twitter'']</ref> To allies it is a white dot on the radar.
''Holographic Decoy'' is an armor ability that produces an identical [[Holography|holographic]] copy of the user.<ref>[http://www.youtube.com/watch?v=mgFy83gAL1Y '''Youtube''': ''RvB Deja View'']</ref><ref>[[w:c:rvb:Deja View|'''RvB Wiki''': ''Deja View'']]</ref> Its pickup color is yellow.


Its pickup color is yellow.
The Holographic Decoy ability is designed to confuse or distract the enemies' attention. To allies, the holographic copy would appear as a white dot on their radar. The ability functions by pointing the targeting reticule at a destination and deploying it like other armor abilities. When activated, the hologram will run in a straight line to the destination and stop once it reaches its designated location. The hologram will flicker away if it is either damaged enough or if it reaches its lifespan limit (10 seconds).<ref>[http://twitter.com/Ken_Taya/status/17957615945 '''Twitter''': ''Ken Taya's Twitter'']</ref>


====Jet Pack====
====Jet Pack====
{{Article Quote|Fly like a bird. Target your opponents. Laugh maniacally.<ref name="armor"/>}}
{{Article Quote|Fly like a bird. Target your opponents. Laugh maniacally.<ref name="armor"/>}}
The ''Jet Pack'' ability allows players to maneuver in mid-air, with the use of [[portable jump-jet]] (UNSC) or an [[Antigravity Pack]] (Covenant).<ref>[http://www.gametrailers.com/episode/gametrailers-tv/89&ch=1&sd=0?ep=89&ch=1&sd=0 '''Gametrailers''': ''Gametrailers TV with Geoff Keighley'', 12:08]</ref> The ability varies with how long the button is pressed. If the button is held without releasing, it will deplete continuously, but the player can also use it in bursts which deplete it less than a sustained flight. It is useful for evading vehicles, [[Grenades|grenades]], and navigating maps.<ref name="armor"/><ref>[http://www.bungie.net/News/content.aspx?type=topnews&link=BWU_041610 '''Bungie.net''': Bungie Weekly Update: 4/16/10] - ''"And if you were worried about players flying with the flag via Jet Pack, I can assuage those fears. Won’t happen. If you have hold of the flag, using an Armor Ability will cause you to drop it instantly. Pick it back up, and the effects from your Armor Ability will vanish. Same goes for any multiplayer specific object you can hold in your hot little hands."''</ref> Fall damage still applies to Jet Pack users should they fall from the air.
The ''Jet Pack'' ability allows players to maneuver in mid-air, with the use of [[portable jump-jet]] (UNSC) or an [[Antigravity Pack]] (Covenant).<ref>[http://www.gametrailers.com/episode/gametrailers-tv/89&ch=1&sd=0?ep=89&ch=1&sd=0 '''Gametrailers''': ''Gametrailers TV with Geoff Keighley'', 12:08]</ref> Its pickup color is white.
 
The ''Jet Pack'' ability varies with how long the ability is used. The longer the player activates the ability, the longer the player would be able to remain in the air but at the consequence of having the ability depleting faster. Thus, it is recommended that the player use the ability in bursts, which would deplete the ability less than a sustained flight. Additionally, fall damage still applies to Jet Pack users should they fall from the air. The Jet Pack ability is a useful tool for evading vehicles, [[grenades]], and navigating maps.<ref name="armor"/><ref>[http://www.bungie.net/News/content.aspx?type=topnews&link=BWU_041610 '''Bungie.net''': ''Bungie Weekly Update: 4/16/10''] (''"And if you were worried about players flying with the flag via Jet Pack, I can assuage those fears. Won’t happen. If you have hold of the flag, using an Armor Ability will cause you to drop it instantly. Pick it back up, and the effects from your Armor Ability will vanish. Same goes for any multiplayer specific object you can hold in your hot little hands."'')</ref>


The Jet Pack scales with the player's gravity, so the less gravity the player has, the higher the jet pack lifts him/her.
The Jet Pack scales with the player's gravity, so the less gravity the player has, the higher the jet pack lifts him/her.
Its pickup color is white.


====Sprint====
====Sprint====
{{Article Quote|Feel the need? Engage this Ability for a burst of speed that's great for quickly covering ground or escaping sticky situations.<ref name="armor"/>}}
{{Article Quote|Feel the need? Engage this Ability for a burst of speed that's great for quickly covering ground or escaping sticky situations.<ref name="armor"/>}}
''Sprint'' allows the player to lower their weapon and move at an increased speed for approximately 7 seconds . Sprint was a Spartan-exclusive ability during the [[Halo: Reach Beta]]. When you use the sprint ability you now pant heavily, and it can be heard by nearby players. It is the default Armor Ability in the campaign. Canonically, the "Sprint" function operates by bypassing the safety limiters of the MJOLNIR actuators and "muscles", allowing better performance at the expense of heat regulation, overheating the user if used for prolonged periods. Though used at times by most of Noble Team, it was developed by [[Catherine-B320]].<ref name=Reach/>
The ''Sprint'' ability allows the player to lower their weapon and move at an increased speed for approximately seven seconds. It is the default Armor Ability in the campaign and its pickup color is green. When activated, the player's character model will pant heavily. Canonically, the "Sprint" function operates by bypassing the safety limiters of the MJOLNIR actuators and "muscles", allowing better performance at the expense of heat regulation, overheating the user if used for prolonged periods.<ref name=Reach/> Though used at times by most of Noble Team, it was developed by [[Catherine-B320]].<ref name=Reach/>


The Sprinting scales with the player's movement speed, so the faster he/she moves, the faster he/she sprints.
The Sprinting scales with the player's movement speed, so the faster he/she moves, the faster he/she sprints.


Its pickup color is green.
==Trivia==
===Tips===
*Hologram is a great ability to use during [[Infection]] gametypes as it will confuse the zombies.
*It is often advantageous to have a teammate using the Drop Shield ability in both Firefight and standard Multiplayer modes. This is due to the fact that this ability will heal wounded teammates without wasting [[health packs]].
*When using Active Camo, try "crouch walking." This will allow the invisibility to last longer and make it harder for the opponents to see the player while you are still moving.


==Tips==
===Miscellaneous===
*Hologram is a great ability to use during [[infection]] gametypes as it will confuse the zombies.
*There are a total of [[seven]] Armor Abilities in ''Halo: Reach'', another reference to Bungie's favorite number.
*When Playing Firefight, it is often advantageous to have a teammate using the Drop Shield ability. This is due to the fact that this ability will heal wounded teammates without wasting [[health packs]].
*Before, it was previously thought that each species can only use certain armor abilities (Elites were thought to be the only ones able to use Evade, and Spartans were the only ones thought to be able to use Armor Lock and Sprint).<ref>'''[[Halo: Reach Multiplayer Beta]]'''</ref> In the final product, this is not the case as both species can use all seven Armor Abilities to some extent.<ref>[http://www.bungie.net/News/content.aspx?type=topnews&link=BWU_061810 '''Bungie.net''': ''Bungie Weekly Update 06.18.10'']</ref> Elite character models are only allowed to access the Sprint ability in custom games, but not in matchmaking.
*When using Active Camo, try "crouch walking." This will allow your invisibility to last longer and make it harder for your opponents to see you while you are still moving.
*In the early stages of the game development, Elites using the Armor Lock ability were shown with a red aura instead of blue, while Spartans had a large and bulky attachment to their backs. However, these changes were erased before the game was released, so now both Elites and Spartans use the same blue armor lock.
*When using Armor Lock, most enemies will typically throw grenades at you or sneak behind you and wait for you to finish. The grenades aren't a problem as long as you are in an open area where they will be rejected away, and breaking out of Armor Lock early can suprise your oppenent and allow for a kill.
*Skirmishers have the ability to use the Hologram armor ability.<ref>[http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=966525 '''Bungie.net''': ''Skirmisher hologram?!?'']</ref>
*Using Armor Lock right before an enemy vehicle rams you will cause the enemy vehicle to take damage, sometimes enough to destroy it.
*Evade seems to be the only Covenant made armor ability as it is made of purple metal, the Covenants staple metal, and it also as a Forerunner glyph. But it seems that a lot of Covenant can use their own version of UNSC armor abilities, such as the Jetpack becoming an Anti-Gravity Pack if an Elite picks it up.
*In canon terms, the Armor Abilities have only been seen in use during the [[Fall of Reach]], due to the fact they were introduced in ''Halo: Reach'' as a gameplay element. As Reach was the UNSC's primary military complex, prototype technologies such as Armor Abilities may have been developed and tested exclusively on the planet, thus explaining their absence in the other games. In addition, other ''Halo'' games occur in the time period after Reach falls, having John-117 as the only Spartan working alongside regular UNSC forces with limited military assets due to the Fall of Reach. ''Halo: Reach'' is centered around a Spartan team on a UNSC fortress world, with support and equipment more readily available.


==Trivia==
===Glitches===
*When you set your speed to 300 and set your jump height to 300, and use evade, you will evade really far and fast. You can make it from the Quarry to the Island in [[Forge World]].
*Armor Abilities are often used to produce glitches. A few examples of Armor Abilities-related glitches are [[Armor Permutation Glitch]] and [[Infinite Armor Lock glitch]]
*In the beta, there were some SPARTAN only abilities like Armor Lock and Sangheili only abilities such as Evade. In the final game, all armor abilities can be used by both models meaning Sangheili can use Armor Lock and SPARTANs can use Evade, besides for Sprint, which remains SPARTAN only.
*In the beta, a player would experience delayed movement after deactivating Armor Lock. This was fixed in the final game.
*Armor Abilities function similarly to the Arbiter's [[Active Camouflage]] from ''Halo 2'', both HUD indicators are circles and must be recharged before reactivating the ability.
*Sprint appears to be SPARTAN-B312's signature armor ability, as he/she starts with it at the start of all [[Campaign]] missions.
*When activating Armor Lock and Drop Shield, players enter a pose similar to that of the [[Master Chief]] when activating the [[Bubble Shield]] in the [[Starry Night]] commercial.
*In both the Campaign and [[Firefight]] high ranking [[Brutes]] will sometimes use Armor Lock when under heavy fire.
*In canon terms, the Armor Abilities have only been seen in use during the [[Fall of Reach]], due to the fact they were introduced in ''Halo: Reach'' as a gameplay element. As Reach was the UNSC's primary military complex, prototype technologies such as Armor Abilities may have been developed and tested exclusively on the planet, thus explaining their absence in the other games. In addition, other ''Halo'' games occur in the time period after Reach falls, having John-117 as the only Spartan working alongside regular UNSC forces with limited military assets due to the Fall of Reach. ''Halo: Reach'' is centered around a Spartan team on a UNSC fortress world, with support and equipment more readily available.
*There are a total of 7 Armor Abilities in ''Halo: Reach'', another reference to Bungie's favorite number.
*Skirmishers have the ability to use the Hologram armor ability<ref>http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=966525</ref>.
*There is an Armor Ability glitch which can be performed in Forge mode. If you activate the Hologram, then enter Monitor mode a split second after, your hologram will generate random armor. For example, it will appear either as male or female, and possess locked armor (and possibly [[Armor Effects]]) such as the flaming helmet.
*Another glitch involving Forge happens when Player A picks up Armor Lock, and Player B is in Monitor mode. Player B will delete all Armor Lock equipment off of the map while Player A is still using Armor Lock. The result will be invulnerability to Player A, even when they are moving.
*Evade seems to be the only Covenant made armor ability as it is made of purple metal, the Covenants staple metal, and it also as a Forerunner glyph. But it seems that a lot of Covenant can use their own version of UNSC armor abilities, such as the Jetpack becoming an Anti-Gravity Pack if an Elite picks it up.
*Elites can evade farther and faster than Spartans.
*In the early stages of the game development, Elites using the Armor Lock ability were shown with a red aura instead of blue, while Spartans had a large and bulky attachment to their backs. However, these changes were erased before the game was released, so now both Elites and Spartans use the same blue armor lock.
*Elites use an anti-gravity pack instead of the UNSC jetpack. The anti-gravity pack is the same attachment that is used by Brute jetpack infantry in past ''Halo'' games.


==Gallery==
==Gallery==

Revision as of 10:30, November 18, 2010

Template:Ratings Armor Abilities are exclusive gameplay enhancements featured in Halo: Reach.

Overview

Armor Abilities feature is a refined version of Halo 3's Equipment feature where instead of being used once, each ability is reusable, with a cooldown time between uses. These can be accessed through each Loadout before a match is started or during your respawn time. For campaign, the player begins with Sprint at the start of each mission, and is able to swap it out at certain locations. Armor Abilities can be dropped or picked up like weapons in Forge and Campaign.[1]

Most of the abilities are enabled by a small device attached to the user's lower back, with each ability having a different color, most likely for friendly forces or players to tell which ability the person in question is using at the time. When not in use, these devices will project a hologram that displays the icon of the ability, allowing for quick recognition when switching abilities.

All Armor Abilities are rendered useless to players when transporting objects such as Flags and Skulls. If players attempt to use an Ability, the object simply drops out of their hands. In custom games, the cooldown time can be altered and the ability to use armor abilities while holding objectives can be added.

List of abilities

Active Camouflage

Template:Article Quote The Active Camouflage provides players the ability of Active Camouflage for a period of time, similar to the Arbiter's active camo from Halo 2.[2] Its pick-up color is cyan.

When activated, the player would achieve absolute invisibility with all sound heavily muffled. However, this only applies when the player does not move from his/her location, or that the player is walking slowly. If a player runs with Active Camouflage activated, the invisibility feature would deplete faster. The similar outcome applies when the player moves faster than their walking speed, though the invisibility feature depletes much slower to an extent.

A secondary feature of the active camouflage is its ability to function as a Radar Jammer. The secondary feature has a radial effect up to 25 meters, capable of disrupting the player's radar as well those of their enemies; allies would not be affected though.

Armor Lock

Template:Article Quote Armor Lock is an ability that provides the player's shield with a massive boost, preventing the user from taking any damage, acting similar to Halo 3's Invincibility. The technology was developed for use on Elite combat harnesses, but was adopted for use by Spartan personnel.[3] In Halo: Reach, the ability is usable by the Spartans, Elites and Brutes and is enabled through a shielding attachment found behind the user's armor. Its pickup color is orange.

The Armor Lock ability varies with how long the ability is used; the longer the player activates the ability, the farther the final EMP blast radius will be. When deactivated, it sends out an EMP blast to nearby enemies, and pushes them away from the player before emerging. Any Plasma Grenades sticking to the user are removed upon activation.[4] The ability is also capable of repelling incoming explosive projectiles to a certain extent, and disabling, damaging or even destroying incoming vehicles.

Drop Shield

Template:Article Quote The Drop Shield is a spherical energy shield that functions similarly to a Bubble Shield,[5] but it also heals the health (but not the shields) of the players inside it in a manner similar to the Regenerator. In Firefight and Multiplayer mode, the Drop Shield is available on the Medic loadout. Its pickup color is blue.

The Drop Shield expires and deactivates once the Armor Ability meter is at 2/3 full, unless it is prematurely deactivated from damage.[6] While having similar appearance as the Bubble Shield, the Drop Shield is not entirely invincible to all attacks; when the damage reaches a certain threshold, the ability will deactivate and the user will be exposed. The damage is represented in color stages similar to the Deployable Cover.[7] Additionally, unlike the Bubble Shield, plasma grenade will stick to the surface of the shield.[8] The strength of the shield is approximately three times that of a standard energy shielding system.

The Drop Shield's health regeneration also scales with the health recharge rate of the player; the faster the player's base health regeneration is, the faster the Drop Shield regenerates it. If the health recharge rate is set to 0%, then the shield will not heal the player at all.

Evade

Template:Article Quote The Evade ability allows the player to roll in any direction to avoid danger, breaking enemy lock-ons and tracking in the process. Player can evade two times before having to recharge. Its pickup color is purple.

The ability was exclusive only to Elites in the Multiplayer Beta, but later changed in the final product to be made available to both Spartans and Elites.[9][4] It should be noted that Elites evade faster and farther than Spartans. Additionally, this ability is not available in the campaign to the player and will remain exclusive for Elite warriors.[3]

The Evasion speed scales with the movement speed of the player; the faster the player moves, the further he/she evades. In any custom game with speed set to high numbers such as 300%, the player will dash forward so quickly that they can traverse Hemorrhage in a matter of seconds. When used against a reasonably flat surface, it is possible to splatter oneself.

Holographic Decoy

Template:Article Quote Holographic Decoy is an armor ability that produces an identical holographic copy of the user.[10][11] Its pickup color is yellow.

The Holographic Decoy ability is designed to confuse or distract the enemies' attention. To allies, the holographic copy would appear as a white dot on their radar. The ability functions by pointing the targeting reticule at a destination and deploying it like other armor abilities. When activated, the hologram will run in a straight line to the destination and stop once it reaches its designated location. The hologram will flicker away if it is either damaged enough or if it reaches its lifespan limit (10 seconds).[12]

Jet Pack

Template:Article Quote The Jet Pack ability allows players to maneuver in mid-air, with the use of portable jump-jet (UNSC) or an Antigravity Pack (Covenant).[13] Its pickup color is white.

The Jet Pack ability varies with how long the ability is used. The longer the player activates the ability, the longer the player would be able to remain in the air but at the consequence of having the ability depleting faster. Thus, it is recommended that the player use the ability in bursts, which would deplete the ability less than a sustained flight. Additionally, fall damage still applies to Jet Pack users should they fall from the air. The Jet Pack ability is a useful tool for evading vehicles, grenades, and navigating maps.[1][14]

The Jet Pack scales with the player's gravity, so the less gravity the player has, the higher the jet pack lifts him/her.

Sprint

Template:Article Quote The Sprint ability allows the player to lower their weapon and move at an increased speed for approximately seven seconds. It is the default Armor Ability in the campaign and its pickup color is green. When activated, the player's character model will pant heavily. Canonically, the "Sprint" function operates by bypassing the safety limiters of the MJOLNIR actuators and "muscles", allowing better performance at the expense of heat regulation, overheating the user if used for prolonged periods.[3] Though used at times by most of Noble Team, it was developed by Catherine-B320.[3]

The Sprinting scales with the player's movement speed, so the faster he/she moves, the faster he/she sprints.

Trivia

Tips

  • Hologram is a great ability to use during Infection gametypes as it will confuse the zombies.
  • It is often advantageous to have a teammate using the Drop Shield ability in both Firefight and standard Multiplayer modes. This is due to the fact that this ability will heal wounded teammates without wasting health packs.
  • When using Active Camo, try "crouch walking." This will allow the invisibility to last longer and make it harder for the opponents to see the player while you are still moving.

Miscellaneous

  • There are a total of seven Armor Abilities in Halo: Reach, another reference to Bungie's favorite number.
  • Before, it was previously thought that each species can only use certain armor abilities (Elites were thought to be the only ones able to use Evade, and Spartans were the only ones thought to be able to use Armor Lock and Sprint).[15] In the final product, this is not the case as both species can use all seven Armor Abilities to some extent.[16] Elite character models are only allowed to access the Sprint ability in custom games, but not in matchmaking.
  • In the early stages of the game development, Elites using the Armor Lock ability were shown with a red aura instead of blue, while Spartans had a large and bulky attachment to their backs. However, these changes were erased before the game was released, so now both Elites and Spartans use the same blue armor lock.
  • Skirmishers have the ability to use the Hologram armor ability.[17]
  • Evade seems to be the only Covenant made armor ability as it is made of purple metal, the Covenants staple metal, and it also as a Forerunner glyph. But it seems that a lot of Covenant can use their own version of UNSC armor abilities, such as the Jetpack becoming an Anti-Gravity Pack if an Elite picks it up.
  • In canon terms, the Armor Abilities have only been seen in use during the Fall of Reach, due to the fact they were introduced in Halo: Reach as a gameplay element. As Reach was the UNSC's primary military complex, prototype technologies such as Armor Abilities may have been developed and tested exclusively on the planet, thus explaining their absence in the other games. In addition, other Halo games occur in the time period after Reach falls, having John-117 as the only Spartan working alongside regular UNSC forces with limited military assets due to the Fall of Reach. Halo: Reach is centered around a Spartan team on a UNSC fortress world, with support and equipment more readily available.

Glitches

Gallery

List of appearances

Sources